/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
 */
//

// g_public.h -- game module information visible to server

#define    GAME_API_VERSION    8

// entity->svFlags
// the server does not know how to interpret most of the values
// in entityStates (level eType), so the game must explicitly flag
// special server behaviors
#define    SVF_NOCLIENT            0x00000001    // don't send entity to clients, even if it has effects

// TTimo
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
#define SVF_CLIENTMASK 0x00000002

#define SVF_BOT                    0x00000008    // set if the entity is a bot
#define    SVF_BROADCAST            0x00000020    // send to all connected clients
#define    SVF_PORTAL                0x00000040    // merge a second pvs at origin2 into snapshots
#define    SVF_USE_CURRENT_ORIGIN    0x00000080    // entity->r.currentOrigin instead of entity->s.origin
// for link position (missiles and movers)
#define SVF_SINGLECLIENT        0x00000100    // only send to a single client (entityShared_t->singleClient)
#define SVF_NOSERVERINFO        0x00000200    // don't send CS_SERVERINFO updates to this client
// so that it can be updated for ping tools without
// lagging clients
#define SVF_CAPSULE                0x00000400    // use capsule for collision detection instead of bbox
#define SVF_NOTSINGLECLIENT        0x00000800    // send entity to everyone but one client
// (entityShared_t->singleClient)
#define SVF_TARGET 0x00001600
#define SVF_POLICE 0x00003200
#define SVF_CIVIL  0x00006400



//===============================================================

typedef struct {
    entityState_t s; // communicated by server to clients

    qboolean linked; // qfalse if not in any good cluster
    int linkcount;

    int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc

    // only send to this client when SVF_SINGLECLIENT is set
    // if SVF_CLIENTMASK is set, use bitmask for clients to send to (maxclients must be <= 32, up to the mod to enforce this)
    int singleClient;

    qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
    // only set by trap_SetBrushModel
    vec3_t mins, maxs;
    int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
    // a non-solid entity should set to 0

    vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation

    // currentOrigin will be used for all collision detection and world linking.
    // it will not necessarily be the same as the trajectory evaluation for the current
    // time, because each entity must be moved one at a time after time is advanced
    // to avoid simultanious collision issues
    vec3_t currentOrigin;
    vec3_t currentAngles;

    // when a trace call is made and passEntityNum != ENTITYNUM_NONE,
    // an ent will be excluded from testing if:
    // ent->s.number == passEntityNum    (don't interact with self)
    // ent->s.ownerNum = passEntityNum    (don't interact with your own missiles)
    // entity[ent->s.ownerNum].ownerNum = passEntityNum    (don't interact with other missiles from owner)
    int ownerNum;
} entityShared_t;



// the server looks at a sharedEntity, which is the start of the game's gentity_t structure

typedef struct {
    entityState_t s; // communicated by server to clients
    entityShared_t r; // shared by both the server system and game
} sharedEntity_t;



//===============================================================

//
// system traps provided by the main engine
//

typedef enum {
    //============== general Quake services ==================

    G_PRINT, // ( const char *string );
    // print message on the local console

    G_ERROR, // ( const char *string );
    // abort the game

    G_MILLISECONDS, // ( void );
    // get current time for profiling reasons
    // this should NOT be used for any game related tasks,
    // because it is not journaled

    // console variable interaction
    G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
    G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
    G_CVAR_SET, // ( const char *var_name, const char *value );
    G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );

    G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );

    G_ARGC, // ( void );
    // ClientCommand and ServerCommand parameter access

    G_ARGV, // ( int n, char *buffer, int bufferLength );

    G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
    G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
    G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
    G_FS_FCLOSE_FILE, // ( fileHandle_t f );

    G_SEND_CONSOLE_COMMAND, // ( const char *text );
    // add commands to the console as if they were typed in
    // for map changing, etc


    //=========== server specific functionality =============

    G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
    //                            playerState_t *clients, int sizeofGameClient );
    // the game needs to let the server system know where and how big the gentities
    // are, so it can look at them directly without going through an interface

    G_DROP_CLIENT, // ( int clientNum, const char *reason );
    // kick a client off the server with a message

    G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
    // reliably sends a command string to be interpreted by the given
    // client.  If clientNum is -1, it will be sent to all clients

    G_SET_CONFIGSTRING, // ( int num, const char *string );
    // config strings hold all the index strings, and various other information
    // that is reliably communicated to all clients
    // All of the current configstrings are sent to clients when
    // they connect, and changes are sent to all connected clients.
    // All confgstrings are cleared at each level start.

    G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );

    G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
    // userinfo strings are maintained by the server system, so they
    // are persistant across level loads, while all other game visible
    // data is completely reset

    G_SET_USERINFO, // ( int num, const char *buffer );

    G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
    // the serverinfo info string has all the cvars visible to server browsers

    G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
    // sets mins and maxs based on the brushmodel name

    G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
    // collision detection against all linked entities

    G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
    // point contents against all linked entities

    G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );

    G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 );

    G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );

    G_AREAS_CONNECTED, // ( int area1, int area2 );

    G_LINKENTITY, // ( gentity_t *ent );
    // an entity will never be sent to a client or used for collision
    // if it is not passed to linkentity.  If the size, position, or
    // solidity changes, it must be relinked.

    G_UNLINKENTITY, // ( gentity_t *ent );
    // call before removing an interactive entity

    G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
    // EntitiesInBox will return brush models based on their bounding box,
    // so exact determination must still be done with EntityContact

    G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
    // perform an exact check against inline brush models of non-square shape

    // access for bots to get and free a server client (FIXME?)
    G_BOT_ALLOCATE_CLIENT, // ( void );

    G_BOT_FREE_CLIENT, // ( int clientNum );

    G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )

    G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
    // Retrieves the next string token from the entity spawn text, returning
    // false when all tokens have been parsed.
    // This should only be done at GAME_INIT time.

    G_FS_GETFILELIST,
    G_DEBUG_POLYGON_CREATE,
    G_DEBUG_POLYGON_DELETE,
    G_REAL_TIME,
    G_SNAPVECTOR,

    G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
    G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );

    // 1.32
    G_FS_SEEK,

    BOTLIB_SETUP = 200, // ( void );
    BOTLIB_SHUTDOWN, // ( void );
    BOTLIB_LIBVAR_SET,
    BOTLIB_LIBVAR_GET,
    BOTLIB_PC_ADD_GLOBAL_DEFINE,
    BOTLIB_START_FRAME,
    BOTLIB_LOAD_MAP,
    BOTLIB_UPDATENTITY,
    BOTLIB_TEST,

    BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
    BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
    BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );

    BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
    BOTLIB_AAS_BBOX_AREAS,
    BOTLIB_AAS_AREA_INFO,
    BOTLIB_AAS_ENTITY_INFO,

    BOTLIB_AAS_INITIALIZED,
    BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
    BOTLIB_AAS_TIME,

    BOTLIB_AAS_POINT_AREA_NUM,
    BOTLIB_AAS_TRACE_AREAS,

    BOTLIB_AAS_POINT_CONTENTS,
    BOTLIB_AAS_NEXT_BSP_ENTITY,
    BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
    BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
    BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
    BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,

    BOTLIB_AAS_AREA_REACHABILITY,

    BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,

    BOTLIB_AAS_SWIMMING,
    BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,

    BOTLIB_EA_SAY = 400,
    BOTLIB_EA_SAY_TEAM,
    BOTLIB_EA_COMMAND,

    BOTLIB_EA_ACTION,
    BOTLIB_EA_GESTURE,
    BOTLIB_EA_TALK,
    BOTLIB_EA_ATTACK,
    BOTLIB_EA_USE,
    BOTLIB_EA_RESPAWN,
    BOTLIB_EA_CROUCH,
    BOTLIB_EA_MOVE_UP,
    BOTLIB_EA_MOVE_DOWN,
    BOTLIB_EA_MOVE_FORWARD,
    BOTLIB_EA_MOVE_BACK,
    BOTLIB_EA_MOVE_LEFT,
    BOTLIB_EA_MOVE_RIGHT,

    BOTLIB_EA_SELECT_WEAPON,
    BOTLIB_EA_JUMP,
    BOTLIB_EA_DELAYED_JUMP,
    BOTLIB_EA_MOVE,
    BOTLIB_EA_VIEW,

    BOTLIB_EA_END_REGULAR,
    BOTLIB_EA_GET_INPUT,
    BOTLIB_EA_RESET_INPUT,


    BOTLIB_AI_LOAD_CHARACTER = 500,
    BOTLIB_AI_FREE_CHARACTER,
    BOTLIB_AI_CHARACTERISTIC_FLOAT,
    BOTLIB_AI_CHARACTERISTIC_BFLOAT,
    BOTLIB_AI_CHARACTERISTIC_INTEGER,
    BOTLIB_AI_CHARACTERISTIC_BINTEGER,
    BOTLIB_AI_CHARACTERISTIC_STRING,

    BOTLIB_AI_ALLOC_CHAT_STATE,
    BOTLIB_AI_FREE_CHAT_STATE,
    BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
    BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
    BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
    BOTLIB_AI_NUM_CONSOLE_MESSAGE,
    BOTLIB_AI_INITIAL_CHAT,
    BOTLIB_AI_REPLY_CHAT,
    BOTLIB_AI_CHAT_LENGTH,
    BOTLIB_AI_ENTER_CHAT,
    BOTLIB_AI_STRING_CONTAINS,
    BOTLIB_AI_FIND_MATCH,
    BOTLIB_AI_MATCH_VARIABLE,
    BOTLIB_AI_UNIFY_WHITE_SPACES,
    BOTLIB_AI_REPLACE_SYNONYMS,
    BOTLIB_AI_LOAD_CHAT_FILE,
    BOTLIB_AI_SET_CHAT_GENDER,
    BOTLIB_AI_SET_CHAT_NAME,

    BOTLIB_AI_RESET_GOAL_STATE,
    BOTLIB_AI_RESET_AVOID_GOALS,
    BOTLIB_AI_PUSH_GOAL,
    BOTLIB_AI_POP_GOAL,
    BOTLIB_AI_EMPTY_GOAL_STACK,
    BOTLIB_AI_DUMP_AVOID_GOALS,
    BOTLIB_AI_DUMP_GOAL_STACK,
    BOTLIB_AI_GOAL_NAME,
    BOTLIB_AI_GET_TOP_GOAL,
    BOTLIB_AI_GET_SECOND_GOAL,
    BOTLIB_AI_CHOOSE_LTG_ITEM,
    BOTLIB_AI_CHOOSE_NBG_ITEM,
    BOTLIB_AI_TOUCHING_GOAL,
    BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
    BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
    BOTLIB_AI_AVOID_GOAL_TIME,
    BOTLIB_AI_INIT_LEVEL_ITEMS,
    BOTLIB_AI_UPDATE_ENTITY_ITEMS,
    BOTLIB_AI_LOAD_ITEM_WEIGHTS,
    BOTLIB_AI_FREE_ITEM_WEIGHTS,
    BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
    BOTLIB_AI_ALLOC_GOAL_STATE,
    BOTLIB_AI_FREE_GOAL_STATE,

    BOTLIB_AI_RESET_MOVE_STATE,
    BOTLIB_AI_MOVE_TO_GOAL,
    BOTLIB_AI_MOVE_IN_DIRECTION,
    BOTLIB_AI_RESET_AVOID_REACH,
    BOTLIB_AI_RESET_LAST_AVOID_REACH,
    BOTLIB_AI_REACHABILITY_AREA,
    BOTLIB_AI_MOVEMENT_VIEW_TARGET,
    BOTLIB_AI_ALLOC_MOVE_STATE,
    BOTLIB_AI_FREE_MOVE_STATE,
    BOTLIB_AI_INIT_MOVE_STATE,

    BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
    BOTLIB_AI_GET_WEAPON_INFO,
    BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
    BOTLIB_AI_ALLOC_WEAPON_STATE,
    BOTLIB_AI_FREE_WEAPON_STATE,
    BOTLIB_AI_RESET_WEAPON_STATE,

    BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
    BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
    BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
    BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
    BOTLIB_AI_GET_MAP_LOCATION_GOAL,
    BOTLIB_AI_NUM_INITIAL_CHATS,
    BOTLIB_AI_GET_CHAT_MESSAGE,
    BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
    BOTLIB_AI_PREDICT_VISIBLE_POSITION,

    BOTLIB_AI_SET_AVOID_GOAL_TIME,
    BOTLIB_AI_ADD_AVOID_SPOT,
    BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
    BOTLIB_AAS_PREDICT_ROUTE,
    BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,

    BOTLIB_PC_LOAD_SOURCE,
    BOTLIB_PC_FREE_SOURCE,
    BOTLIB_PC_READ_TOKEN,
    BOTLIB_PC_SOURCE_FILE_AND_LINE

} gameImport_t;


//
// functions exported by the game subsystem
//

typedef enum {
    GAME_INIT, // ( int levelTime, int randomSeed, int restart );
    // init and shutdown will be called every single level
    // The game should call G_GET_ENTITY_TOKEN to parse through all the
    // entity configuration text and spawn gentities.

    GAME_SHUTDOWN, // (void);

    GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
    // return NULL if the client is allowed to connect, otherwise return
    // a text string with the reason for denial

    GAME_CLIENT_BEGIN, // ( int clientNum );

    GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum );

    GAME_CLIENT_DISCONNECT, // ( int clientNum );

    GAME_CLIENT_COMMAND, // ( int clientNum );

    GAME_CLIENT_THINK, // ( int clientNum );

    GAME_RUN_FRAME, // ( int levelTime );

    GAME_CONSOLE_COMMAND, // ( void );
    // ConsoleCommand will be called when a command has been issued
    // that is not recognized as a builtin function.
    // The game can issue trap_argc() / trap_argv() commands to get the command
    // and parameters.  Return qfalse if the game doesn't recognize it as a command.

    BOTAI_START_FRAME // ( int time );
} gameExport_t;

